Shop for items
If you see an item which is in stock and which you would like to purchase, you can buy it on the updates board provided you have enough doubloons.
Drink to stifle the growth of wings and/or cause existing wings to permanently drop off a character. Developed on Earth as a means of getting characters to look more like deities. | |||
Drink to give your character the ability to repress their wings at will. | |||
Allows you to resurrect one character from the dead. Only 3 can be purchased by one player per real life year. | |||
Assigns a random power, familiar or defect removal to your character (like a coin, but no choice what you get from it). A coin must be paid to reverse the effects of the player doesn't like them, so use this item wisely. | |||
Allows you to change the name, sex, eye colour, hair colour or skin colour of your fairy or familiar (eye/hair/skin colour must be natural). | |||
Removes one physical defect, psychological disorder or genetic disorder from your character. | |||
Assigns a random number of points to your character. | |||
Turns a power you already have into another random one worth up to 2,000$. Can be used for characters' powers or powers in bank. | |||
Turns a trait you already have into another random one worth up to 2,000$. Can be used for characters' traits or traits in bank. | |||
Generates a random power for you to give to 1 character or bank. | |||
Generates a random trait for you to give to 1 character or bank. | |||
Generates 5 random powers, of which you choose 1 to give to 1 character. | |||
Generates 5 random trait, of which you choose 1 to give to 1 character. | |||
Allows you to transfer a power, trait or coin from a character in the database to your bank. | |||
Allows you to transfer a chosen amount of character points to your bank. Each item can only transfer points from one character to bank; multiple items needed to transfer from multiple characters. |
Familiars
Grants your character a familiar in the form of any ordinary animal (i.e. any animal which exists naturally on Earth). | |||
Changes the form of an existing familiar into your choice of an ordinary familiar form. | |||
Turns a familiar you already have into a different, randomised species. | |||
Grants your character a familiar in the form of an extinct animal. | |||
Grants your character a familiar in the form of a mythical animal. Includes Shamanimals. Mythical familiars have no associated powers of their own (so if you get a dragon familiar it can't breathe fire unless you buy it a Familiar Voucher, for example). | |||
Generates a random familiar which has a 50% chance of being mythical, extinct or unique in some way. | |||
Grants your character a familiar in the form of a shamanimal. Shamanimal familiars have no associated powers of their own. | |||
Allows a water-familiar, e.g. a fish or a whale, to levitate through the air and breathe. | |||
Eternal Youth for familiars; keeps a familiar at a younger life stage. | |||
Causes your familiar to shrink to an unnaturally small size of your choice (pocket lion, anyone?). | |||
Restores your familiar to a natural size. | |||
Allows you to choose unnatural colours and/or markings for your familiar. |
baby generator edits
Can be traded to obtain a "special" baby when breeding. The "special" baby may be born with an exceptional power or amount of powers, or be unique in some other way. | |||
Use when breeding to generate a random familiar for your baby. Please give familiar names when requesting baby stats. | |||
Guarantees live twins. | |||
Guarantees a child with no defects, psychological disorders or genetic disorders. | |||
If your character has shapeshifting or animal mimicry, they can have a litter of animal babies (e.g. wolf shifting, fairy character can give birth to wolf cubs). You can then choose to "upgrade" the offspring to shapeshifting fairies for 1,000$ per baby. | +1,000$ per upgrade | ||
If triplets aren't enough for you, buy this item to choose to have 4, 5, 6, 7 or even 8 babies in a single pregnancy when breeding! | |||
Creates a baby with two NPC parents, who will be listed as "Unknown" in the database. An orphan story is provided. | |||
Allows you to choose the eye colour of your child (natural colours only). | |||
Allows you to choose the hair colour of your child (natural colours only). | |||
Allows you to choose the skin colour of your child (natural colours only). | |||
Guarantees a random power for the baby. Maximum 3 can be used on one baby. | |||
Guarantees that your baby will have no powers at all. | |||
Enables two same-sex characters to have a child. Players' choice which one of the couple becomes pregnant. Enables male pregnancy. | |||
When a male and female character reproduce, it will be the male one who becomes pregnant and carries the baby. | |||
The magic on this item is a bit broken. When a male and a female character reproduce, there is a 50% random chance that the male will be the one who becomes pregnant and carries the baby. | |||
Guarantees no multiples when breeding. | |||
Provides a newborn baby for a male character with an 'unknown' mother. | |||
Guarantees a random trait for the baby. Maximum 3 can be used on one baby. | |||
Guarantees that your baby will have no physical traits at all. | |||
Guarantees live triplets. | |||
Gets a female character pregnant with an 'unknown' father. | |||
Guarantees a live female child. Does not guarantee that there won't be multiples of a different gender, though! | |||
Guarantees a live male child. Does not guarantee that there won't be multiples of a different gender, though! |
potions
Rub over the skin to reduce your age by 1 year. Multiple potions required to bring age down further; 5 potions for 5 years off, etc. | |||
Drink to induce a slow-acting poison with the power to override magic. Warning: cannot be stopped by any magic, including healing/divinity. Can be stopped with purifying water. Takes 24 hours to kill. 1 use only. | |||
Divine character must drink or become submerged in to have their divinity temporarily knocked out. Effects wear off after about 20 minutes. | |||
Rub over external wounds to close them. Will not help with internal wounds. 10 uses. | |||
Drink to return to full health. Can be used on otherwise incurable diseased/fatal wounds. 1 use only. | |||
Rub over an area of the body to prevent wounds. For complete immunity, total immersion required. Effects wear off after 2 hours. 1 use only. | |||
Person you wish to fall in love with you must drink. Effects wear off after 24 hours. 1 use only. | |||
Drink to become lucky. Effects wear off after 12 hours. 1 use only. | |||
Drink to adopt the appearance and voice of another character. Requires a piece of DNA from that character. Effects wear off after 1 hour. 1 use only. | |||
Drink to rid the body of poisons. The only substance which will save a person who has taken basilisk venom. 1 use only. | |||
Switches a character's biological sex for a 24 hour period. 1 use only. | |||
Drink to remove the need to sleep. Effects wear off after 1 week. 1 use only. | |||
Drink for a one-off teleport out of anywhere. Overrides magical restrictions, even divinity. 1 use only. | |||
Person you wish to hear the truth from must drink. Effects wear off after 24 hours. 1 use only. | |||
Pour onto or feed to something to cause it to increase in size. Can also be used to reverse the effects of Drink-Me Elixir. Tastes faintly of fruit cake. One use only. Effects last for 1-2 hours. | |||
Pour onto or feed to something to cause it to shrink in size. Tastes faintly of cherry tart. Can be used to reverse the effects of Essence of Eat-Me Cake. One use only. Effects last between 1-2 hours. |
post enhancers
This pendant enhances existing magical abilities, but at the cost of corrupting the user. The longer the amulet is worn, the nastier and more vicious the user becomes. From 'My Little Pony'. | |||
A special cigarette lighter which can extract, store and restore light. From 'Harry Potter'. | |||
Bullet-proof armour ideal not only for defence, but also mobility and agility. Can also help deflect some magical attacks. | |||
Carved from the lacewood tree, these totems can take many forms, but are always small enough to be held in one hand. They are often utilized in rituals to allow the user to project their soul into the dimension of dreams, where they may encounter other characters, even in other worlds. Cannot be used tactically, as the results of the totem are random. 1 use only. | |||
Activated by a combination of saliva and oxygen. Chew, then spit at an item or enemy to give it/them a mild electric charge. 5 per pack, 1 use each. | |||
Tags placed on the children whose souls are owned by Esther-May. | |||
Produces an unlimited supply of basic food. | |||
Enables 1 journey off-planet to another world. Two are required for a return journey. | |||
A cheap copy of a deity's Divine Pendant. Has no magic. Worn by believers to identify themselves as a follower of a particular deity. Upon purchase, please specify which deity's pendant you would like a copy of. | |||
A non-magical object which resembles the Guide of the Dead's staff (currently in scythe form). | |||
Throw to invoke instant darkness. No light source (including divinity) can penetrate. Effects wear off after 10 minutes. | |||
From 'Harry Potter', wearing this cloak will turn you invisible. All of you must be under the cloak for you to become completely invisible! | |||
Automatically restocks with normal arrows. | |||
From 'The Avengers', an arrow quiver containing arrows with a variety of uses. Some catch fire, some become grappling hooks, some explode... and more! Does not magically restock in battle but can be restocked in the next thread without needing to re-purchase. | |||
A large wooden ship designed to carry up to 30 people. Ideal for deep water sailing but cannot be kept in shallows. Comes with its own crew! | |||
A handy travel-sized suitcase. If you open it up, place it on the floor and step into it, it will automatically dress you in any clothes you desire or require. | |||
First-class travel with the magic carpet. Can be used in the place of a flying familiar on flight explorations. | |||
A blank piece of paper most of the time, it will draw a map which will lead you to your heart's desire. Affects explorations. | |||
Gives the user information about the location and wellbeing of their pets. | |||
Scans the immediate environment (up to 50 metre radius) for signs of magical spells, barriers or enchantments. Can also detect nearby fairy forts and divine characters but not track their whereabouts. | |||
Can perform a wider scan than the standard Omni Scanner (up to 5 mile radius) for signs of magical spells, barriers or enchantments. Can also detect and track whereabouts of any fairy forts or divine characters within a 20 mile radius. Omni Scanner Plus also has DNA memory; if injected with the DNA of a particular character, it can in future scan an enchantment and determine if that character cast it. | |||
Can stabilise an environment by completely removing all magical traces, spells, barriers or enchantments, including those cast by a divine character, unless the divine character is present and actively trying to combat the Omni Stabiliser (god vs computer = god wins). Does not affect characters' powers; only wipes the magic of inanimate objects. NOTE: Cannot detect enchantments. Omni Scanner or Omni Scanner Plus is required for this. | |||
Your character could squish an elephant in there and still sling it over their shoulder, light as a feather! | |||
Upgraded Poppins Bag – When in need, reach into this bag to pull out the very thing you require, e.g. a torch when it's dark or food when you're hungry. Cannot pull out magical items. There is a "cool down" period between pulling items out. | |||
Guarantee that the deity of your choice will hear your prayer by wearing a prayer ring. The jewel is a different colour according to which deity you pick (Mallos: yellow; Allianah: red; Tsi: brown; Zed: turquoise; Rhaegar: white; Aura: silver-blue; Charlton: medium-blue; Gwythr: dark blue; Khasekhemwy: orange; Lorraine: purple). | |||
From 'Percy Jackson', a pen which becomes a sword when the cap is removed. Touch the cap to the tip of the sword to return it to pen form. If the sword/pen is ever lost, it returns to the owner's pocket after a few minutes. | |||
A wooden sailing boat. Not ideal for sailing in very deep waters far from land. | |||
Wearing this amulet will not turn you invisible, but it will mean other characters won't notice you until you communicate with them or until you're pointed out to them. | |||
Can be used to unlock any lock. | |||
A voice-activated robot resembling a bug with cameras inserted, can be used to gather intelligence. From 'Spy Kids 2'. | |||
From 'Harry Potter', works like a modern phone. Two people in different places can use the mirror to communicate with each other by saying the other's name into it. | |||
An object which can take any shape which is used to enhance a character's pre-existing magic to make it stronger and more accurate. | |||
Produces an unlimited supply of water. Combine with food bag to produce a permanent alternative "survival kit". | |||
Smaller than a ship but larger than a sailing boat, this private yacht can sleep 2-8 people depending on the size and would make an ideal home. |
magical pets
Items marked with a "+" are add-ons. These can be purchased to edit any existing pet.
Change the fur/coat colour of your pet to unnatural colours, add unnatural markings, change the substance your pet is made from (e.g. skeleton, water) or add on any non-magical trait (e.g. antlers, wings). Pay per alteration. | |||
Keep your pet at a younger life stage permanently. | |||
Reduce the size of your pet. | |||
Enable a pet to shift between two forms. | |||
Enable a pet to shift between three forms. | |||
Enable a pet to regenerate unlimited times into a new (ordinary animal) form after death. | |||
Any ordinary domestic animal found on Earth, e.g. horse, cat, dog, etc. | |||
Any ordinary, non-domestic prey animal found on Earth, e.g. deer, giraffe, zebra. | |||
Any ordinary, non-domestic predator animal found on Earth, e.g. shark, lion, bear. | |||
Any prey animal from Earth which has gone extinct, e.g. thylacine, giant camel, aurochs. | |||
Smaller predatory animals from Earth which have gone extinct, e.g. thylacine, argentavis. | |||
Large "game-changing" predatory animals from Earth which have gone extinct, e.g. T-Rex, megalodon, titanoboa. | |||
A winged unicorn. No associated magic. Can be used as a mount. | |||
An immortal, fire-breathing horse. Can be used as a mount. | |||
A horse which can run at super speed and walk across any surface, including water and vertical surfaces. Can be used as a mount. | |||
A three-headed dog. | |||
A giant deer with gold antlers and bronze hooves, fast enough to outrun an arrow in flight. Can be used as a mount. | |||
A snake or lizard with a rat’s head. The colocolo feeds on fairy saliva; when it consumes the saliva of a person, it makes that person tired. If it consumes too much saliva from one person, it can kill them. | |||
A primate-like critter which can turn invisible at will. | |||
A descendent of one of the divinity-infused rats which was sent through the Crystal Hall by Gwythr in V5. Each staff-generated rat has a random quirk, mutation or ability. It's a mystery what you get! | |||
Half-lion, half eagle, can be used as a mount. | |||
This glutinous creature is about the size and shape of a dog with the thick coat and fur of a fox and the head, ears and claws of a cat. The gulon lives to eat; it kills, gorges itself until swollen, then squeezes between two trees to push the meat through its body so it can repeat the process. | |||
A horse with a dolphin's tail instead of hind legs. Can be used as a mount. | |||
A cross between a horse and a griffin, can be used as a mount. | |||
A cat-like creature with very large ears and a plumed tail like a lion. They are very intelligent and are able to detect suspicious and distrustful people. They are very protective of their owner and their owner's home. | |||
A magical dog which never fails to catch whatever it is hunting. | |||
A huge lion whose hide repels weapons. Can be used as a mount. | |||
A platypus-like animal which craves and can absorb shiny things. No other associated powers. | |||
A two-headed dog. | |||
A winged horse which may serve as a mount. | |||
An immortal fire-bird which is impervious to heat. When it dies, it is reborn from its own ashes. No other associated powers. | |||
A winged, meat-eating, bat-like horse which can only be seen by those who have seen death. Can be used as a mount. | |||
A giant eagle which can create storms by flapping its wings. Can be used as a mount. | |||
An animal with the body of a wild cat (e.g. lynx, cougar) covered in scales and sometimes feathers, with the horns of a deer or bison and spines along the back. These animals can breathe underwater. | |||
A horse with a horn, lion's tail and forked hooves. No associated magic. Can be used as a mount. |
Gift shop
These items can only be bought for other players, not for yourself!
The giftee chooses an animal and is given 1-3 prizes relating to that animal. | |||
An animal is randomly generated and the giftee is given 1-3 prizes relating to that animal. | |||
The giftee is given 2-4 random baby stat items. There is also a 50% chance of gaining a baby stat power on top of that! | |||
An element (e.g. earth, light) is randomly generated and the giftee is given 1-3 prizes relating to that element. | |||
The giftee receives a randomly generated number of doubloons between 500 - 1,100$ | |||
The giftee receives an ordinary familiar item and 1-3 other random familiar items. | |||
The giftee receives a randomly generated number of doubloons between 300 - 800$ | |||
The giftee receives a randomly generated number of doubloons between 200 - 500$ | |||
The giftee receives a randomly generated number of doubloons between 50 - 300$ | |||
The giftee receives 1-3 psychic-themed prizes. |
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